302 lines
9.7 KiB
C++
302 lines
9.7 KiB
C++
#include "Globals.h"
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#include <fstream>
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#include <vector>
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#include "Config.h"
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#include "Statistics.h"
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#include "MemoryUtil.h"
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#include "Profiler.h"
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#include "Render.h"
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#include "ImageWrite.h"
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#include "BPMemory.h"
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#include "TextureMngr.h"
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#include "PixelShaderCache.h"
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#include "PixelShaderManager.h"
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#include "VertexShaderCache.h"
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#include "VertexShaderManager.h"
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#include "VertexShaderGen.h"
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#include "VertexLoader.h"
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#include "VertexManager.h"
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#define MAX_BUFFER_SIZE 0x4000
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// internal state for loading vertices
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extern NativeVertexFormat *g_nativeVertexFmt;
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namespace VertexManager
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{
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static GLuint s_vboBuffers[0x40] = {0};
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static int s_nCurVBOIndex = 0; // current free buffer
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static u8 *s_pBaseBufferPointer = NULL;
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static std::vector< std::pair<u32, u32> > s_vStoredPrimitives; // every element, mode and count to be passed to glDrawArrays
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static const GLenum c_primitiveType[8] =
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{
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GL_QUADS,
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0, //nothing
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GL_TRIANGLES,
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GL_TRIANGLE_STRIP,
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GL_TRIANGLE_FAN,
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GL_LINES,
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GL_LINE_STRIP,
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GL_POINTS
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};
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bool Init()
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{
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s_pBaseBufferPointer = (u8*)AllocateMemoryPages(MAX_BUFFER_SIZE);
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s_pCurBufferPointer = s_pBaseBufferPointer;
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s_nCurVBOIndex = 0;
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glGenBuffers(ARRAYSIZE(s_vboBuffers), s_vboBuffers);
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for (u32 i = 0; i < ARRAYSIZE(s_vboBuffers); ++i) {
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glBindBuffer(GL_ARRAY_BUFFER, s_vboBuffers[i]);
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glBufferData(GL_ARRAY_BUFFER, MAX_BUFFER_SIZE, NULL, GL_STREAM_DRAW);
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}
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glEnableClientState(GL_VERTEX_ARRAY);
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g_nativeVertexFmt = NULL;
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s_vStoredPrimitives.reserve(1000);
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GL_REPORT_ERRORD();
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return true;
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}
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void Shutdown()
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{
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FreeMemoryPages(s_pBaseBufferPointer, MAX_BUFFER_SIZE); s_pBaseBufferPointer = s_pCurBufferPointer = NULL;
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glDeleteBuffers(ARRAYSIZE(s_vboBuffers), s_vboBuffers);
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memset(s_vboBuffers, 0, sizeof(s_vboBuffers));
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s_vStoredPrimitives.resize(0);
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s_nCurVBOIndex = 0;
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ResetBuffer();
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}
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void ResetBuffer()
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{
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s_nCurVBOIndex = (s_nCurVBOIndex + 1) % ARRAYSIZE(s_vboBuffers);
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s_pCurBufferPointer = s_pBaseBufferPointer;
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s_vStoredPrimitives.resize(0);
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}
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int GetRemainingSize()
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{
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return MAX_BUFFER_SIZE - (int)(s_pCurBufferPointer - s_pBaseBufferPointer);
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}
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void AddVertices(int primitive, int numvertices)
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{
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_assert_(numvertices > 0);
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_assert_(g_nativeVertexFmt != NULL);
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ADDSTAT(stats.thisFrame.numPrims, numvertices);
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if (s_vStoredPrimitives.size() && s_vStoredPrimitives[s_vStoredPrimitives.size() - 1].first == c_primitiveType[primitive]) {
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// We can join primitives for free here. Not likely to help much, though, but whatever...
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if (c_primitiveType[primitive] == GL_TRIANGLES ||
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c_primitiveType[primitive] == GL_LINES ||
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c_primitiveType[primitive] == GL_POINTS ||
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c_primitiveType[primitive] == GL_QUADS) {
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INCSTAT(stats.thisFrame.numPrimitiveJoins);
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// Easy join
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std::pair<u32, u32> &last_pair = s_vStoredPrimitives[s_vStoredPrimitives.size() - 1];
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last_pair.second += numvertices;
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return;
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}
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// Joining strips is a lot more work but would bring more gain. Not sure if it's worth it though.
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}
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s_vStoredPrimitives.push_back(std::pair<int, int>(c_primitiveType[primitive], numvertices));
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#if defined(_DEBUG) || defined(DEBUGFAST)
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static const char *sprims[8] = {"quads", "nothing", "tris", "tstrip", "tfan", "lines", "lstrip", "points"};
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PRIM_LOG("prim: %s, c=%d\n", sprims[primitive], numvertices);
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#endif
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}
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void Flush()
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{
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if (s_vStoredPrimitives.size() == 0)
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return;
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_assert_(s_pCurBufferPointer != s_pBaseBufferPointer);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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PRIM_LOG("frame%d:\ncomps=0x%x, numchan=%d, dualtex=%d, ztex=%d, cole=%d, alpe=%d, ze=%d\n", g_Config.iSaveTargetId, xfregs.numTexGens,
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xfregs.nNumChans, (int)xfregs.bEnableDualTexTransform, bpmem.ztex2.op,
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bpmem.blendmode.colorupdate, bpmem.blendmode.alphaupdate, bpmem.zmode.updateenable);
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for (int i = 0; i < xfregs.nNumChans; ++i) {
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LitChannel* ch = &xfregs.colChans[i].color;
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PRIM_LOG("colchan%d: matsrc=%d, light=0x%x, ambsrc=%d, diffunc=%d, attfunc=%d\n", i, ch->matsource, ch->GetFullLightMask(), ch->ambsource, ch->diffusefunc, ch->attnfunc);
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ch = &xfregs.colChans[i].alpha;
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PRIM_LOG("alpchan%d: matsrc=%d, light=0x%x, ambsrc=%d, diffunc=%d, attfunc=%d\n", i, ch->matsource, ch->GetFullLightMask(), ch->ambsource, ch->diffusefunc, ch->attnfunc);
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}
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for (int i = 0; i < xfregs.numTexGens; ++i) {
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TexMtxInfo tinfo = xfregs.texcoords[i].texmtxinfo;
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if (tinfo.texgentype != XF_TEXGEN_EMBOSS_MAP) tinfo.hex &= 0x7ff;
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if (tinfo.texgentype != XF_TEXGEN_REGULAR) tinfo.projection = 0;
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PRIM_LOG("txgen%d: proj=%d, input=%d, gentype=%d, srcrow=%d, embsrc=%d, emblght=%d, postmtx=%d, postnorm=%d\n",
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i, tinfo.projection, tinfo.inputform, tinfo.texgentype, tinfo.sourcerow, tinfo.embosssourceshift, tinfo.embosslightshift,
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xfregs.texcoords[i].postmtxinfo.index, xfregs.texcoords[i].postmtxinfo.normalize);
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}
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PRIM_LOG("pixel: tev=%d, ind=%d, texgen=%d, dstalpha=%d, alphafunc=0x%x\n", bpmem.genMode.numtevstages+1, bpmem.genMode.numindstages,
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bpmem.genMode.numtexgens, (u32)bpmem.dstalpha.enable, (bpmem.alphaFunc.hex>>16)&0xff);
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#endif
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DVSTARTPROFILE();
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GL_REPORT_ERRORD();
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glBindBuffer(GL_ARRAY_BUFFER, s_vboBuffers[s_nCurVBOIndex]);
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glBufferData(GL_ARRAY_BUFFER, s_pCurBufferPointer - s_pBaseBufferPointer, s_pBaseBufferPointer, GL_STREAM_DRAW);
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GL_REPORT_ERRORD();
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// setup the pointers
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g_nativeVertexFmt->SetupVertexPointers();
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GL_REPORT_ERRORD();
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// set the textures
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{
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DVSTARTSUBPROFILE("VertexManager::Flush:textures");
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u32 usedtextures = 0;
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for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i) {
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if (bpmem.tevorders[i/2].getEnable(i & 1))
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usedtextures |= 1 << bpmem.tevorders[i/2].getTexMap(i & 1);
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}
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if (bpmem.genMode.numindstages > 0) {
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for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; ++i) {
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if (bpmem.tevind[i].IsActive() && bpmem.tevind[i].bt < bpmem.genMode.numindstages) {
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usedtextures |= 1 << bpmem.tevindref.getTexMap(bpmem.tevind[i].bt);
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}
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}
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}
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u32 nonpow2tex = 0;
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for (int i = 0; i < 8; i++) {
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if (usedtextures & (1 << i)) {
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glActiveTexture(GL_TEXTURE0 + i);
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FourTexUnits &tex = bpmem.tex[i >> 2];
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TextureMngr::TCacheEntry* tentry = TextureMngr::Load(i, (tex.texImage3[i&3].image_base/* & 0x1FFFFF*/) << 5,
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tex.texImage0[i&3].width+1, tex.texImage0[i&3].height+1,
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tex.texImage0[i&3].format, tex.texTlut[i&3].tmem_offset<<9, tex.texTlut[i&3].tlut_format);
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if (tentry != NULL) {
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// texture loaded fine, set dims for pixel shader
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if (tentry->isNonPow2) {
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PixelShaderManager::SetTexDims(i, tentry->w, tentry->h, tentry->mode.wrap_s, tentry->mode.wrap_t);
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nonpow2tex |= 1 << i;
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if (tentry->mode.wrap_s > 0) nonpow2tex |= 1 << (8 + i);
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if (tentry->mode.wrap_t > 0) nonpow2tex |= 1 << (16 + i);
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TextureMngr::EnableTexRECT(i);
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}
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// if texture is power of two, set to ones (since don't need scaling)
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// (the above seems to have changed - we set the width and height here too.
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else
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{
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PixelShaderManager::SetTexDims(i, tentry->w, tentry->h, 0, 0);
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TextureMngr::EnableTex2D(i);
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}
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if (g_Config.iLog & CONF_PRIMLOG) {
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// save the textures
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char strfile[255];
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sprintf(strfile, "frames/tex%.3d_%d.tga", g_Config.iSaveTargetId, i);
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SaveTexture(strfile, tentry->isNonPow2?GL_TEXTURE_RECTANGLE_ARB:GL_TEXTURE_2D, tentry->texture, tentry->w, tentry->h);
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}
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}
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else {
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ERROR_LOG("error loading tex\n");
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TextureMngr::DisableStage(i); // disable since won't be used
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}
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}
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else {
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TextureMngr::DisableStage(i); // disable since won't be used
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}
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}
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PixelShaderManager::SetTexturesUsed(nonpow2tex);
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}
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FRAGMENTSHADER* ps = PixelShaderCache::GetShader();
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VERTEXSHADER* vs = VertexShaderCache::GetShader(g_nativeVertexFmt->m_components);
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bool bRestoreBuffers = false;
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if (Renderer::GetZBufferTarget()) {
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if (bpmem.zmode.updateenable) {
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if (!bpmem.blendmode.colorupdate) {
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Renderer::SetRenderMode(bpmem.blendmode.alphaupdate ? Renderer::RM_ZBufferAlpha : Renderer::RM_ZBufferOnly);
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}
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}
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else {
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Renderer::SetRenderMode(Renderer::RM_Normal);
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// remove temporarily
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glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
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bRestoreBuffers = true;
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}
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} else {
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Renderer::SetRenderMode(Renderer::RM_Normal);
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}
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// set global constants
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VertexShaderManager::SetConstants(g_Config.bProjectionHax1, g_Config.bProjectionHax2);
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PixelShaderManager::SetConstants();
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// finally bind
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// TODO - cache progid, check if same as before. Maybe GL does this internally, though.
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// This is the really annoying problem with GL - you never know whether it's worth caching stuff yourself.
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if (vs) glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vs->glprogid);
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if (ps) glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, ps->glprogid); // Lego Star Wars crashes here.
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#if defined(_DEBUG) || defined(DEBUGFAST)
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PRIM_LOG("\n");
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#endif
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int offset = 0;
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for (std::vector< std::pair<u32, u32> >::const_iterator it = s_vStoredPrimitives.begin(); it != s_vStoredPrimitives.end(); ++it)
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{
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INCSTAT(stats.thisFrame.numDrawCalls);
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glDrawArrays(it->first, offset, it->second);
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offset += it->second;
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}
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_Config.iLog & CONF_PRIMLOG) {
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// save the shaders
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char strfile[255];
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sprintf(strfile, "frames/ps%.3d.txt", g_Config.iSaveTargetId);
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std::ofstream fps(strfile);
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fps << ps->strprog.c_str();
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sprintf(strfile, "frames/vs%.3d.txt", g_Config.iSaveTargetId);
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std::ofstream fvs(strfile);
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fvs << vs->strprog.c_str();
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}
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if (g_Config.iLog & CONF_SAVETARGETS) {
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char str[128];
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sprintf(str, "frames/targ%.3d.tga", g_Config.iSaveTargetId);
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Renderer::SaveRenderTarget(str, 0);
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}
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#endif
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g_Config.iSaveTargetId++;
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GL_REPORT_ERRORD();
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if (bRestoreBuffers) {
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GLenum s_drawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
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glDrawBuffers(2, s_drawbuffers);
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Renderer::SetColorMask();
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}
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ResetBuffer();
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}
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} // namespace
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